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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Scott Christian" data-source="post: 7458117" data-attributes="member: 6901101"><p>This seems like it causes consternation in some people. I personally, have always just understood it to be a balance issue. Designers are always trying to balance the game, and sometimes to do that, one has to have meta-mechanics. Earlier games didn't seem to have as much of it because the need for balance wasn't as great. Gamma World anyone? The paladin in D&D 1e? Again, not as much balance, and in my eyes, not as much meta-gaming mechanics. They were there, yes, but not as much. </p><p>That said, I believe all of them can be explained through narrative. It may be a stretch at times, but we've all seen a stretch, even in real life. I mean, c'mon, those poor students trapped in a cave. Could things go more right and wrong at the same time? (Fingers crossed, hopes and thoughts, and good dice rolls is what I am sure we are all wishing.)</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 7458117, member: 6901101"] This seems like it causes consternation in some people. I personally, have always just understood it to be a balance issue. Designers are always trying to balance the game, and sometimes to do that, one has to have meta-mechanics. Earlier games didn't seem to have as much of it because the need for balance wasn't as great. Gamma World anyone? The paladin in D&D 1e? Again, not as much balance, and in my eyes, not as much meta-gaming mechanics. They were there, yes, but not as much. That said, I believe all of them can be explained through narrative. It may be a stretch at times, but we've all seen a stretch, even in real life. I mean, c'mon, those poor students trapped in a cave. Could things go more right and wrong at the same time? (Fingers crossed, hopes and thoughts, and good dice rolls is what I am sure we are all wishing.) [/QUOTE]
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